shader params can stay inside Renderer
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@@ -41,14 +41,13 @@ namespace OpenRA
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public static XRandom CosmeticRandom = new XRandom(); // not synced
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public static Renderer Renderer;
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static int2 clientSize;
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public static Session LobbyInfo = new Session();
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static void LoadMap(string uid)
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{
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var map = modData.PrepareMap(uid);
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viewport = new Viewport(clientSize, map.TopLeft, map.BottomRight, Renderer);
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viewport = new Viewport(new float2(Renderer.Resolution), map.TopLeft, map.BottomRight, Renderer);
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world = null; // trying to access the old world will NRE, rather than silently doing it wrong.
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Timer.Time("viewport: {0}");
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world = new World(modData.Manifest, map);
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@@ -268,7 +267,6 @@ namespace OpenRA
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modData = new ModData( LobbyInfo.GlobalSettings.Mods );
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Renderer.SheetSize = Settings.Game.SheetSize;
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Renderer.Initialize( Game.Settings.Graphics.Mode );
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Sound.Initialize();
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@@ -278,7 +276,6 @@ namespace OpenRA
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PerfHistory.items["cursor"].hasNormalTick = false;
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Renderer = new Renderer();
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clientSize = new int2(Renderer.Resolution);
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JoinLocal();
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StartGame(modData.Manifest.ShellmapUid);
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@@ -56,11 +56,14 @@ namespace OpenRA.Graphics
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public IGraphicsDevice Device { get { return device; } }
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public void BeginFrame(float2 r1, float2 r2, float2 scroll)
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public void BeginFrame(float2 scroll)
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{
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device.Begin();
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device.Clear(Color.Black);
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float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height);
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float2 r2 = new float2(-1, 1);
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SetShaderParams( SpriteShader, r1, r2, scroll );
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SetShaderParams( LineShader, r1, r2, scroll );
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SetShaderParams( RgbaSpriteShader, r1, r2, scroll );
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@@ -50,10 +50,7 @@ namespace OpenRA.Graphics
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{
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Timer.Time( "DrawRegions start" );
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float2 r1 = new float2(2, -2) / screenSize;
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float2 r2 = new float2(-1, 1);
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renderer.BeginFrame(r1, r2, scrollPosition.ToInt2());
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renderer.BeginFrame(scrollPosition.ToInt2());
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world.WorldRenderer.Draw();
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Timer.Time( "worldRenderer: {0}" );
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